Gustav Sterbrant

Principal Software Engineer & Open Source Developer

Passionate about creating high-performance systems and innovative programming languages. I specialize in graphics programming, game engine development, profiling and performance tracking.

Personal Projects

Nebula

An open-source, data-oriented game engine designed for high-performance 3D graphics. The entire engine is built on the principle of data-first, which means there are no objects, no inheritance, and no virtual functions, only data and logic operators working on that data. This allows Nebula to provide never before seen performance and extendability.

C++ Vulkan OpenGL Graphics Programming Game Engine

GPULang

GPULang is the brainchild of Nebula, a GPU programming language designed to simplify the development of shaders for game engines. What started out as a simple GLSL wrapped, called AnyFX, evolved into a full-fledged programming language. As of today, GPULang only supports emitting SPIRV, but it does so at a speed that is unmatched by any GPU compiler or high-level language.

Compiler Design High-speed compilation Reflection SPIRV Programming Language

Work Experience

Principal Rendering Engineer

TTK Games Logo TTKGames Stockholm

2023-Present

Sole graphics programmer and owner of graphics performance and optimization at TTKGames. Responsible for developing and maintaining the rendering side of Unreal Engine 5, implementing advanced graphics techniques, and ensuring optimal performance across all platforms.

C++ Vulkan DirectX Unreal Engine 5

Senior Software Engineer

PlayCanvas Logo PlayCanvas (Snap Inc.)

2022 - 2023

Developed rendering algorithms and implemented content workflows for PlayCanvas, a leading web-based game engine.

WebGL WebGPU GLSL TypeScript JavaScript

Senior Engineer

Sony Interactive Entertainment Logo Sony Interactive Entertainment Europe (SIEE)

2021-2022

Worked on the GDT team, assisting game developers with GPU and CPU performance and debugging, as well as held presentations for DevCon 2022 about the PS5 Razor Debugging tools, ray tracing tips and tricks, bindless resources.

C++ PS5 AGC Presentation & Speaking